SSBU Icon.png

Donkey Kong (SSBU)/Forward throw

Hitbox visualization showing Donkey Kong's cargo forward throw.
Hitbox visualization showing Donkey Kong's cargo back throw.
Hitbox visualization showing Donkey Kong's cargo up throw.
Hitbox visualization showing Donkey Kong's cargo down throw.


Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

Donkey Kong's forward throw, also known as Kong Karry, allows him to maneuver around the stage while holding an opponent. During the move, Donkey Kong has access to four additional throws that he can use by holding a direction and pressing the attack button. All of them are potent kill throws, most notably back throw, especially on a stage with platforms. Up throw is a viable combo starter, being able to combo into up air at low percents. All four throws have the potential to stage spike opponents if Donkey Kong is positioned correctly, with down throw being the safest option, as it gives Donkey Kong a slight boost upwards.

Throw DataEdit

Carry releaseEdit

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Break 0 4.0%   Forward 0 100 30 0.0×       None

ForwardEdit

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 12.0%   Forward 90 46 0 0.0×       None
Break 0 3.0%   Forward 40 100 0 0.0×       None

BackEdit

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 13.0%   Forward 85 52 0 0.0×       None
Break 0 3.0%   Forward 40 100 0 0.0×       None

UpEdit

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 12.0%   Forward 65 53 0 0.0×       None
Break 0 3.0%   Forward 40 100 0 0.0×       None

DownEdit

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 11.0%   Forward 70 45 0 0.0×       None
Break 0 3.0%   Forward 40 100 0 0.0×       None

TimingEdit

CarryEdit

Invincibility 1-15
Animation length 15
                             
                             

ForwardEdit

Throw 15
Interruptible 46
Animation length 64
                                                                                                                               

BackEdit

Donkey Kong changes direction on frame 16.

Throw 16
Interruptible 43
Animation length 59
                                                                                                                     

UpEdit

Throw 15
Interruptible 30
Animation length 49
                                                                                                 

DownEdit

On frame 17, the move stops Donkey Kong's horizontal momentum, and sets his vertical momentum to 1.5.

Throw 17
Interruptible 45
Animation length 59
                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible

Carry parametersEdit

The carry's duration is equal to ((90 + 1.7p) * 11 / 6) - g, where p is the opponent's percent at the time of the carry's initiation, and g is the grab time passed prior to it. As a result, it lasts longer the earlier it is initiated after grabbing an opponent; for example, against an opponent with 0% damage, it lasts 165 frames if initiated immediately out of a grab, and 105 frames if initiated after 60 grab frames. As with standard grabs, button mashing reduces this amount by 8 frames per stick input, and 14.4 frames per button input (though they cannot be registered as quickly).

Additionally, while carrying an opponent or heavy item, Donkey Kong's walk speed and acceleration are increased by 1.1×.